diff --git a/procedural/mudlord-imsosorry.slang b/procedural/mudlord-imsosorry.slang new file mode 100644 index 0000000..e26f513 --- /dev/null +++ b/procedural/mudlord-imsosorry.slang @@ -0,0 +1,142 @@ +#version 450 +// im so sorry +// done for Flashback 2019 cracktro +// written by mudlord. +layout(std140, set = 0, binding = 0) uniform UBO +{ + mat4 MVP; + vec4 OutputSize; + vec4 OriginalSize; + vec4 SourceSize; + uint FrameCount; +} global; + +#pragma stage vertex +layout(location = 0) in vec4 Position; +layout(location = 1) in vec2 TexCoord; +layout(location = 0) out vec2 vTexCoord; +const vec2 madd = vec2(0.5, 0.5); +void main() +{ + gl_Position = global.MVP * Position; + vTexCoord = Position.xy; +} + +#pragma stage fragment +layout(location = 0) in vec2 vTexCoord; +layout(location = 0) out vec4 FragColor; + +vec3 rotatex(in vec3 p, float ang) { return vec3(p.x, p.y*cos(ang) - p.z*sin(ang), p.y*sin(ang) + p.z*cos(ang)); } +vec3 rotatey(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.z*sin(ang), p.y, p.x*sin(ang) + p.z*cos(ang)); } +vec3 rotatez(in vec3 p, float ang) { return vec3(p.x*cos(ang) - p.y*sin(ang), p.x*sin(ang) + p.y*cos(ang), p.z); } + +float SuperFormula(float phi, float a, float b, float m, float n1, float n2, float n3) +{ + return pow((pow(abs(cos(m*phi/4.0)/a),n2) + pow(abs(sin(m*phi/4.0)/b), n3)), -(1.0/n1)); +} + +vec2 scene(vec3 p) +{ + p = rotatex(p, 0.18*global.FrameCount); + p = rotatez(p, 0.20*global.FrameCount); + p = rotatey(p, 0.22*global.FrameCount); + float d=length(p); + float sn=p.z/d; + vec4 w =vec4(12.,6.,6.,16.); + float r1=SuperFormula(atan(p.y,p.x),1.0+0.0025*sin(time),1.0,w.x,w.y,w.z,w.w); + float r2=SuperFormula(asin(sn),1.0,1.0,w.x,w.y,w.z,w.w); + d-=r2*sqrt(r1*r1*(1.0-sn*sn)+sn*sn); + return vec2(d,1.0); +} +vec2 castRay( in vec3 ro, in vec3 rd ) +{ + float t = 0.0; + float m = -1.0; + for( int i=0; i<64; i++ ) + { + vec2 res = scene( ro+rd*t ); + t += res.x; + m = res.y; + if (res.x <= 0.001)return vec2( t, m ); + } + return vec2( t, m ); +} +vec3 get_normal(vec3 p) +{ + vec3 eps = vec3(0.11, 0.0, 0.0); + float nx = scene(p + eps.xyy).x - scene(p - eps.xyy).x; + float ny = scene(p + eps.yxy).x - scene(p - eps.yxy).x; + float nz = scene(p + eps.yyx).x - scene(p - eps.yyx).x; + return normalize(vec3(nx, ny, nz)); +} + +float hex(vec2 p) { + p.x *= 0.57735*2.0; + p.y += mod(floor(p.x), 2.0)*0.5; + p = abs((mod(p, 1.0) - 0.5)); + return abs(max(p.x*1.5 + p.y, p.y*2.0) - 1.0); +} +vec2 noise(vec2 t) +{ +t=vec2(dot(t,vec2(127.1,311.7)),dot(t,vec2(269.5,183.3))); +t=fract(sin(t)*43758.5); +return t; +} + +float voronoi(vec2 v) + { + vec2 r=floor(v); + vec2 e=fract(v); + float f=8.; + for(float u=-1.;u<=1.;u++) + for(float m=-1.;m<=1.;m++) + { + vec2 g=vec2(m,u); + vec2 d=noise(r+g); + d=.1+.5*sin(global.FrameCount+4.2831*d); + vec2 s=g+d-e; + float o=dot(s,s); + f=min(f,o); + } + return f; +} + +float getBorder( in vec2 p ) +{ + float dis = voronoi( p ); + + return 1.0 - smoothstep( 0.0, .26, dis ); +} + +void main(void) +{ + vec2 p = 2.0 * (vTexCoord.xy*global.OutputSize.xy) / global.OutputSize.xy - 1.0; + p.x *= global.OutputSize.x / global.OutputSize.y; + vec3 ro = vec3(-0.5, 0., 4.); + vec3 rd = normalize(vec3(p, -1.4)); + vec3 pos = ro; + float dist = 0.0; + vec2 result_raymarch = castRay(ro,rd); + dist = result_raymarch.x; + + float f=1-hex(p*8.); + float voron = getBorder(1.8*p)*sin(f); + vec3 color2=(f*voron)*vec4(43./255.,73./255.,112./255.,0.0).rgb; + vec3 color = color2.rgb; + if (dist < 20.) + { + vec3 pos = ro + dist*rd; + vec3 n = get_normal(pos); + vec3 r = reflect(normalize(pos - ro), n); + vec3 h = -normalize(n + pos - ro); + vec3 gold = vec3(170./255.,127./255.,57./255.); + float diff = 1.0*clamp(dot(n, normalize(vec3(1, 1, 1))), 0.0, 1.0); + float diff2 = 0.2*clamp(dot(n, normalize(vec3(0.7, -1, 0.5))), 0.0, 1.0); + float diff3 = 0.1*clamp(dot(n, normalize(vec3(-0.7, -0.4, 0.7))), 0.0, 1.0); + float spec = pow(clamp(dot(h, normalize(vec3(1, 223./255., 170./255.))), 0.0, 1.0), 50.0); + float amb = 2.5; + color = diff*vec3(1, 1, 1) + diff2*gold + diff3*gold + spec*vec3(1, 0, 0) + amb*gold; + color /= dist; + } + FragColor = vec4(color, 1.0); +} \ No newline at end of file